_______________________________________________________________________ PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION _______________________________________________________________________ Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours. On that note:
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As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s): A) your question will be ignored B) your question will be removed C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse. _________________________________________________________________________________________________________________ As I am used to re-writing information: To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods. _________________________________________________________________________________________________________________
Volatiles that are scripted to spawn (Nests during the day, or that chase section in the sewer in the quest Extraction) still shows up as normal, right?
Hi! Yes, that is correct. This mod only modifies the 'night aggression' spawn pools. It will only affect enemies spawned during the night time to remove volatiles from patrolling.
Um, This isnt directly related to this mod, but im looking for a way to make a mod for No/Less; random virals, night walkers, volitiles, toads. I dont know where to start with modding that, i was ganna piggyback off this one to remove them but i cant find/guess at what the zombie id's are or where to put them in the file. :/ ?
Vanilla night is sprint around, get spotted, sprint faster with a screaming sprinting hoarde following you,, stealth is not an option. It isnt so much scary as it is just stressful. ? I used this mod and the night somehow became SO much ceepier, it was so quiet, just the zombies and the dark, i could actually try to sneak around and try not to be spotted, really hit the zombie horror vibe... and then night walkers x1,x10 and its back to usual.
I did some testing without mods... (this is on easy difficulty, latest boss unlock was toad/runner,?) (replaying game) Night walkers come in like 6's and multiply constantly. if you throw something at zombies they can gps where you are if nearish even if your completely out of view. Once alerted, toads can see & track you through solid walls, and they are sO annoying. virals have you on gps if there is a loud noise anywhere in your vicinity (& sliding breaks roofs), virals can be very delayed from the last loud noise and keep coming. Volitiles smell u so there is no way to hide or sneak (& the volatiles lil' asses running away at daylight is too funny), ______________________ Changes like,
[Daytime] DayWalkers have a bit worse sight, because decaying zombies arent getting a 20/20 on the eye test. ? Virals {Spawn ambiently, can be come across or drawn over by loud noise, cooldown until more spawn in the area} (instead of spawning more with every noise). Virals have good sight and alert instantly (as with vanilla?), because newly zombie and 'rabid'. So, you can have some KABOOM fun (in daytime) without infinitely respawning virals coming for you.
[Nighttime] Some % of nearby DayWalkers transform into NightWalkers at early night (20.40*), just after they finish staring at the dying light (and later spawn). At night (21.00*) the volitiles are rEleased and screech (as with vanilla). NightWalkers have shorterr sight range cas night ?, and only one can aggro by sight /_m)... ? NightWalkers aggro after a bit of staring, their noisyness causes {countdown until volitile (spawns)'comes to investigate'}& 2 more biters to transform and join chase /_m.
Less volitiles, they {Spawn ambiently, can be come across or drawn over by loud noise, cooldown until more spawn in the area}. Volitiles have better sight range, alert quicker, run faster away at daytime. One or more alerted Volitile makes 2 NightWalkers transform & join chase /_m. 6 NightWalkers (screaming&)chasing you draws over all volitiles in the area (to the disturbance). A Volitile getting injured (over 50% health) calls over all nearby volitiles (to help kill the now-threat).
So, Zombies are kinda dumb and blind, but at night they are extra mad so you gotta avoid being spotted, roaming volatiles are scary and to be avoided, lots of noise draws over the shambling zombies and uh-oh volitiles, NightWalker alerting is to be silenced quickly or rUN, volitile alerting is UHOH, Fighting a volitile is OH DAMN.
No toads because fek those guys / Bows have aiming bug that arrows consistently magnet away from certain random spots and it drives me nUTS, bows range is laaame, guns draw wayyyyyy too many virals/so and is nOt worth it, throwing items range is not far enough to get toads.
Hi. The groups of enemies that I've disabled volatiles in are the same groups post-story as throughout the game.
By "NG+", do you mean you have moved on from the Slums/Old Town maps and are now playing the Following DLC Countryside map? If so, you need to also install the separate file that is offered that notes it is for removing volatiles from that map.
This needs to be done separately from the mod's "DW\Data3.pak" file that removes volatiles from the base game Slums/Old Town maps as the Countryside is a DLC map and requires modifying a DLC file that controls that map's enemy spawn groups to remove volatiles from that map as well.
Be sure to make a backup of your existing "DW_DLC17\DataDLC17_2.pak" file before adding the mod file into it so you can restore your unaltered pak in the future if you would like.
Hi. There are two files available for download; one affects volatiles in the Slums and Old Town maps, the other affects the Countryside (The Following) map.
Are you sure that you have downloaded and installed the file designated for affecting The Countryside (The Following) map?
The DLC map is configured separately from the base game Slums and Old Town maps and requires adding a modified version of a file into the game's official 'DW_DLC17\DataDLC17_2.pak' file.
If you download the file for that separate DLC map, you can open that official pak file using WinRar/7z and add in the 'data' folder from the download to replace the official file with the modified version to remove volatiles from the Countryside map. Is this what you have done?
Can you help me please? I tried everything and it just doesnt work. I have another mod installed in data.3 but it has another folder and it works but this mod not.
Just to be clear, you added the included 'data' folder of this mod's "No Night Hunters (Slums-OT) (v1.3)" file into your existing Data3.pak file that has another mod installed.
This other mod does not also alter the "data\scripts\nightaggression\night_spawn_pools.scr" file as this mod alters, so there was no file conflict?
That is all that is needed to disable volatiles/night hunters in the Slums/Old Town maps. Are you saying that you are still encountering them in the Slums/Old Town maps?
If you are instead talking about still encountering this enemy in the Countryisde/Following DLC map, it is noted that you need to use the other "No Night Hunters (The Following-Countryside) (v1.3TF)" file that is offered to disable them in that map.
The installation ReadMe instructions note how to install that additional file to disable this enemy in that map. It is installed by directly altering an official pak file, so make a backup of the official one before adding the 'data' folder from that mod file into that "Dying Light\DW_DLC17\DataDLC17_2.pak" file.
It is already stated that it is compatible with game version 1.49.2 immediately above your post in the sticky, as well as being noted in the mod's long description, and also noted in the mod's short description.
If you mean is it compatible with the actual v1.49.0 game version and not 1.49.2, yes, the mod will also work on that previous game version as no update to the mod has been required to maintain compatibility since game version 1.10.0 released like 5-6 years ago.
Did you ever work out any more AI-related stuff? Like how AI files seem to be ignored when specific parts are changed, etc? Been trying to work out how the AI stuff works for weeks now with really little progress.. Was wondering if you knew any more since the last update/comments in 2016.
Your mods are the best on Nexus for Dying Light and some mods related to how AI work would be amazing.. I'm trying myself but it's really slow going. Downloading a lot of others' mods to see what they changed, how they tweaked things..
Have to give a shoutout to StinVec here. I had a fantastic time playing Dying Light a few years ago, I get very scared when it comes to any sort of Horror elements - but this mod made it so even a skittish person like me could have a great time playing the game. Thank you so much!
74 comments
Compatibility: Officially released Steam v1.49.0 - 1.50.0 (and GoG/Epic Equivalent)
____________________________________________________
_______________________________________________________________________
PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
_______________________________________________________________________
Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
On that note:
A) your question will be ignored
B) your question will be removed
C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
_________________________________________________________________________________________________________________
As I am used to re-writing information:
To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
_________________________________________________________________________________________________________________
I dont know where to start with modding that, i was ganna piggyback off this one to remove them but i cant find/guess at what the zombie id's are or where to put them in the file. :/ ?
Vanilla night is sprint around, get spotted, sprint faster with a screaming sprinting hoarde following you,, stealth is not an option. It isnt so much scary as it is just stressful. ?
I used this mod and the night somehow became SO much ceepier, it was so quiet, just the zombies and the dark, i could actually try to sneak around and try not to be spotted, really hit the zombie horror vibe... and then night walkers x1,x10 and its back to usual.
I did some testing without mods... (this is on easy difficulty, latest boss unlock was toad/runner,?) (replaying game)
Night walkers come in like 6's and multiply constantly. if you throw something at zombies they can gps where you are if nearish even if your completely out of view. Once alerted, toads can see & track you through solid walls, and they are sO annoying. virals have you on gps if there is a loud noise anywhere in your vicinity (& sliding breaks roofs), virals can be very delayed from the last loud noise and keep coming.
Volitiles smell u so there is no way to hide or sneak (& the volatiles lil' asses running away at daylight is too funny),
______________________
Changes like,
[Daytime]
DayWalkers have a bit worse sight, because decaying zombies arent getting a 20/20 on the eye test. ?
Virals {Spawn ambiently, can be come across or drawn over by loud noise, cooldown until more spawn in the area} (instead of spawning more with every noise).
Virals have good sight and alert instantly (as with vanilla?), because newly zombie and 'rabid'.
So, you can have some KABOOM fun (in daytime) without infinitely respawning virals coming for you.
[Nighttime]
Some % of nearby DayWalkers transform into NightWalkers at early night (20.40*), just after they finish staring at the dying light (and later spawn).
At night (21.00*) the volitiles are rEleased and screech (as with vanilla).
NightWalkers have shorterr sight range cas night ?, and only one can aggro by sight /_m)... ?
NightWalkers aggro after a bit of staring, their noisyness causes {countdown until volitile (spawns)'comes to investigate'}& 2 more biters to transform and join chase /_m.
Less volitiles, they {Spawn ambiently, can be come across or drawn over by loud noise, cooldown until more spawn in the area}.
Volitiles have better sight range, alert quicker, run faster away at daytime.
One or more alerted Volitile makes 2 NightWalkers transform & join chase /_m.
6 NightWalkers (screaming&)chasing you draws over all volitiles in the area (to the disturbance).
A Volitile getting injured (over 50% health) calls over all nearby volitiles (to help kill the now-threat).
So, Zombies are kinda dumb and blind, but at night they are extra mad so you gotta avoid being spotted, roaming volatiles are scary and to be avoided, lots of noise draws over the shambling zombies and uh-oh volitiles, NightWalker alerting is to be silenced quickly or rUN, volitile alerting is UHOH, Fighting a volitile is OH DAMN.
No toads because fek those guys / Bows have aiming bug that arrows consistently magnet away from certain random spots and it drives me nUTS, bows range is laaame, guns draw wayyyyyy too many virals/so and is nOt worth it, throwing items range is not far enough to get toads.
Edit: Guns are good.
By "NG+", do you mean you have moved on from the Slums/Old Town maps and are now playing the Following DLC Countryside map? If so, you need to also install the separate file that is offered that notes it is for removing volatiles from that map.
This needs to be done separately from the mod's "DW\Data3.pak" file that removes volatiles from the base game Slums/Old Town maps as the Countryside is a DLC map and requires modifying a DLC file that controls that map's enemy spawn groups to remove volatiles from that map as well.
Be sure to make a backup of your existing "DW_DLC17\DataDLC17_2.pak" file before adding the mod file into it so you can restore your unaltered pak in the future if you would like.
Are you sure that you have downloaded and installed the file designated for affecting The Countryside (The Following) map?
The DLC map is configured separately from the base game Slums and Old Town maps and requires adding a modified version of a file into the game's official 'DW_DLC17\DataDLC17_2.pak' file.
If you download the file for that separate DLC map, you can open that official pak file using WinRar/7z and add in the 'data' folder from the download to replace the official file with the modified version to remove volatiles from the Countryside map. Is this what you have done?
Just to be clear, you added the included 'data' folder of this mod's "No Night Hunters (Slums-OT) (v1.3)" file into your existing Data3.pak file that has another mod installed.
This other mod does not also alter the "data\scripts\nightaggression\night_spawn_pools.scr" file as this mod alters, so there was no file conflict?
That is all that is needed to disable volatiles/night hunters in the Slums/Old Town maps.
Are you saying that you are still encountering them in the Slums/Old Town maps?
If you are instead talking about still encountering this enemy in the Countryisde/Following DLC map, it is noted that you need to use the other "No Night Hunters (The Following-Countryside) (v1.3TF)" file that is offered to disable them in that map.
The installation ReadMe instructions note how to install that additional file to disable this enemy in that map. It is installed by directly altering an official pak file, so make a backup of the official one before adding the 'data' folder from that mod file into that "Dying Light\DW_DLC17\DataDLC17_2.pak" file.
If you mean is it compatible with the actual v1.49.0 game version and not 1.49.2, yes, the mod will also work on that previous game version as no update to the mod has been required to maintain compatibility since game version 1.10.0 released like 5-6 years ago.
thank you for the mod! Is there any chance to remove toads from the game? I find them very annoying. Every other special infected it fine for me.
Did you ever work out any more AI-related stuff? Like how AI files seem to be ignored when specific parts are changed, etc?
Been trying to work out how the AI stuff works for weeks now with really little progress.. Was wondering if you knew any more since the last update/comments in 2016.
Your mods are the best on Nexus for Dying Light and some mods related to how AI work would be amazing.. I'm trying myself but it's really slow going. Downloading a lot of others' mods to see what they changed, how they tweaked things..